#version 330 core

layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 inputColor;

out vec4 color;

uniform mat4 transform;
uniform float delta;

void main()
{
   gl_Position = transform * vec4(pos, 1.0f);
   color = vec4(delta, inputColor.y, inputColor.z, 1.0f);
}